- We're now going to use our Singleton base class to create…a game manager that will keep track of the game state.…If you're starting from the exercise files…instead of continuing from the previous video…remember that you'll need to import the standard assets…for Unity 4.6 package from the asset store…and drag in the third person character…and free look camera rig prefabs…like we did in the previous chapter.…In the scripts folder, create a new…C# script and call it game manager.…

Double click to open it.…Rather than extending from MonoBehaviour…this class will extend from the…Singleton base class we just created.…Since it's a generic class remember…to replace T with this class, GameManager.…First, we're going to add a property…that keeps track of the time remaining in the game.…We also need a variable that is…the maximum length of the game.…I'm going to copy those from the exercise files.…

I want a game to last five minutes but since…the time is in seconds I have to multiply it by 60.…When the game starts I want to set the timer…

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Author

Released

3/24/2015

Unity games can be scripted in several languages, but the most popular and powerful choice is C#. In this course, game development engineer Kelley Hecker walks through the process of creating and attaching C# scripts to your game objects in order to customize their appearance and control their behavior. The course includes an in-depth exploration of the MonoDevelop scripting environment; MonoBehaviour, the base class for almost every script; and Unity's built-in classes, which prime your scripts for success. Plus, get an introduction to using the singleton pattern to manage game states and using events to respond to user input (for example, to deal damage when a player makes a mistake).

Topics include:

Defining classes and variables

Attaching scripts to objects

Understanding MonoBehaviour class

Using the Unity Scripting API

Importing assets

Using a singleton pattern to manage game state

Creating an event

Skill Level Intermediate

1h 19m

Duration

213,137

Views

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Q: Why am I getting a script compile error when trying to load the exercise files?

A: This course was recorded in Unity 4.6, and Unity has since released Unity 5. There are two items to address for Unity 5 users.

First, you'll need to update the scripts when Unity prompts you to. Alternatively, you can load projects from the Unity 5 folder inside of the exercise files.

Second, when you import the Sample Assets (beta) for Unity 4.6 from the Unity Store, deselect or delete the WaterHoseParticles.cs file from the SampleAssets/Effects/ParticleSystems/scripts folder. This script is currently incompatible with Unity 5.

Q: Why can't
I see the Render
Settings option in the Edit menu?

A: The
Render Settings options have been moved in Unity 5. You can access them by going to the
Window menu and choosing Lighting. In the window that loads, Render Settings
can be found under the Scene tab.